OpenGL Confusion

PowerMacX Wrote:* The texture path shouldn't be absolute!!!!! Otherwise the game will only run on players with the same username as the developer >Relative paths<
* Why do you need an "$endface" when $Face already indicates the number of vertex?
* Why use such long "tag" names?
* Why use @s and $s?
* ASCII format is interesting, but it's unrealistic to expect writing your 3D models by hand in a text editor, so it doesn't need to be so "verbose" (ie. in obj you use "v" for vertex, "t" for texture, and so on)

That was just an example...

this is what something OpenGL compatible would be like...

$Face=4 means that there are 4 vertices per face... (multiple faces in object)
the bones would be constructed that all faces that were "BoneSet" would be
a part of that bone.

Direct Translation of $Face=4:
glBegin(GL_QUAD);
.
.
.
.
glEnd();

Basicly the "example" would have a direct translation...
(except the bone which would need a library )

There would also be no text it would just be binary...
(and you could write an exporter for it)

I put it in plain terms so that everybody would look at it and go
THAAAAATS BAAAAAD!!!!!!!!

OneSadCookie Wrote:the only way to make a vertex in OpenGL is with glVertex or equivalent. glTranslatef does not make vertices.

I want to know how you move the object with a simulated camera...

glVertex means (without translation) where the objects vertexes lay,
glTranslatef means where the vertexes lay AFTER you call glVertex.

Lets say I create four cubes about 1.0 away (on all four sides), will
the cubes be translated to that spot (meaning the center is at the center of the cube)
or will they just be drawn there (meaning the center is at 0,0,0)???

I would have to use some math functions on the vertex locations if
they aren't translated (for a camera).
But if they are translated to the spot wanted I just have to use glRotatef.

Basicly is this format going to use glVertex calls to locate its objects
or is it going to use glTranslatef (glRotatef too) to locate its objects???

(*locate* NOT create vertexes)

BinarySpike Wrote:This is the difference of how you implement a camera. (needed in "most" 3D games)

BinarySpike Wrote:Basicly is this format going to use glVertex calls to locate its objects
or is it going to use glTranslatef (glRotatef too) to locate its objects???

(*locate* NOT create vertexes)

All formats specify vertices of models in what is called "model space". That is specifying all coordinates of the model in relation to 0,0,0 as far as the model knows. glVertex is what you call to specify model coordinates. glTranslate, rotate, and scale are what you call to tell OpenGL how you would like those model coordinates transformed into "world space" coordinates, including how you would like to simulate where your virtual camera is. The format can also specify where you would like to have the model "located" (as you say) in world space, but that has nothing to do with how the model's vertices are specified. There are many, many threads here at iDevGames where the process of specifying coordinates and using them in OpenGL is discussed. We're not trying to do that here, so take a shot at searching for it instead, or start a new thread. I'm sure there are more than a few people around here that can explain it to you or lend a link or two.